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TorogTarkdacil812

So, lets make some regiment using HotE

53 posts in this topic

Magpie Stoner said:

BaneWolf- Identical to Hellhound except for: 

Chem Cannon: (50m; S/–/–; 1 Impact;Pen 15 (Is 15 around regular power armor? if not whatever non-marine power armor is); Clip 100; Reload —; Toxic (6) I'm pretty sure -60 is the maximum possible penalty so can't go higher on toxic but… Crippling (10) I figure after being sprayed with the Chem Cannon moving around too quick would cause skin to slough off in addition to the initial damage from Toxic so you would have to be treated or make only half actions untile treated, Spray)

 

Power armor starts at 7 (Light Powerarmor), and ends at 11 (Astartes Mark VIII chest area). If you go to Artificier armour it's at 12, and Terminator armour is at 14.

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TormDK said:

Magpie Stoner said:

 

BaneWolf- Identical to Hellhound except for: 

Chem Cannon: (50m; S/–/–; 1 Impact;Pen 15 (Is 15 around regular power armor? if not whatever non-marine power armor is); Clip 100; Reload —; Toxic (6) I'm pretty sure -60 is the maximum possible penalty so can't go higher on toxic but… Crippling (10) I figure after being sprayed with the Chem Cannon moving around too quick would cause skin to slough off in addition to the initial damage from Toxic so you would have to be treated or make only half actions untile treated, Spray)

 

 

 

Power armor starts at 7 (Light Powerarmor), and ends at 11 (Astartes Mark VIII chest area). If you go to Artificier armour it's at 12, and Terminator armour is at 14.

 

Cool, so Pen would be 11 and I forgot that range should be reduced to about 30m… in the tabletop BaneWolves only use a template instead of 12" and a template like the Hellhound.

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Magpie Stoner said:

 

Cool, so Pen would be 11 and I forgot that range should be reduced to about 30m… in the tabletop BaneWolves only use a template instead of 12" and a template like the Hellhound.

Agreed, the range should be shorter on the Banewolf, maybe 40 and should have corrosive and possibly felling.

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Face Eater said:

Magpie Stoner said:

 

 

Cool, so Pen would be 11 and I forgot that range should be reduced to about 30m… in the tabletop BaneWolves only use a template instead of 12" and a template like the Hellhound.

 

 

Agreed, the range should be shorter on the Banewolf, maybe 40 and should have corrosive and possibly felling.

 

See, I specifically didn't add corrosive because eating away armor doesn't seem to be the point of the BaneWolf… the penetration is so high simply because it seeps through armor and turns organic matter to goop, thus leaving the armor intact essentially. which is why I used Toxic and Crippling to represent this… Felling I'm not so sure about, I could go either way but I don't feel without a good explanation it would work… Maybe specific compounds are used in certain operations so depending on which chemical the Bane Wolf is loaded with it could be Felling (2) only against a certain species such as Humans, Orks, or Tyranid…. against nurgle specifically rolling a 3 on the toxic damage would make them sprout a random Major Mutation instead of take any damage from the Chem Cannon.

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Here's the regiment I'm running for my first ever campaign. My players and I collaberated on the background for a few days beforehand, to really get some detail into the regiment's histroy and character.  

The Nova Kadian 14th Mechanized Regiment, the Steel Panthers

Origin: Frontier World

Regiment Type: Mechanized Infantry

Training Doctrine: Hardened Fighters

Special Equipment Doctrine: Well Provisioned

Regimental Drawback: Rivalry (18th Scintillan Fusiliers)

Regiment Favoured Weapons: Grenade Launcher, Autocannon.

 

Regiment Commander: Colonel Johann Tychus Marsh

Temperament: Maverick

A fearless officer who leads by example, beloved by his men but held in near-contempt by some in the Calixis sector's command structure due to his independent and often pugnacious temperament. He can usually be found directly supervising the regiment's assaults in his uniquely modified Salamander Command Vehicle, coordinating their blitzkrieg attacks with deadly efficiency, and inspiring his men with decisive but flexible intuition. A gruff but still personable man who enjoys a good smoke and drink when the occasion is appropriate, he is a commanding figure, not tall, but thickly-built with broad-shoulders and prominent cheekbones, dark blond hair, grey eyes and a cleft chin. He has an augmetic lower left arm which he switches out for a power fist in battle. He is somewhat young at only 54 years of age to be in command of a full regiment, but his ingenuity and hard-hitting drive to win have proven that he is more then worthy of his rank.

 

Regiment History:

The frontier world of Nova Kadia was colonized by elements of the 118th Cadian Mechanized regiment in M39.1442, who were awarded settling rights to the world after conquering it from a perfidious xenos race. An agri-world dominated by rolling hills and long grassy plains, the settlers still took advantage of their mechanical skills and ties to the Adeptus Mechanicus to farm and harvest foodstuffs with the use of large and powerful machinery. Thus most denizens of this world have some, if not extensive, familiarity with the operation and maintenance of tracked vehicles.

 

In M40.3699, a scouting force from the Tau Empire arrived on Nova Kadia and ended up in conflict with the planetary militia and their elite patrol warriors, the Nova Rangers, a force of fast moving scouts and law-enforcers whose knowledge of their home terrain and hit-and-run tactics enabled them to score several decisive victories against the Tau. Despite this resistance, the xenos decided that the planet would still be incorporated into their Empire, and a much larger invasion force of Fire warriors from the Vior'la Sept arrived to pacify the world. Despite beaming distress calls deep into the Warp, asking for aid from Imperial Guard forces, it was not until twenty-three years later that reinforcements from the Dantean 9th Armoured Regiment and the 18th Scintillan Fusiliers arrived to help drive the Tau aggressors away for good. This long wait for aide, coupled with the imperious and demeaning attitudes of the Scintillan soldiery who looked down at the Nova Kadians as a collection uncouth farm-hands and social inferiors barely worth their time to assist, forged a stubborn and mistrusting edge in the already gruff and independent frontier-worlders. The Scintillan commanders favoured bombardment tactics would also often exact a bloody toll on occupied homesteads and production buildings the frontiersmen could little afford to see destroyed, and further ingrained a fierce dislike of the gaudy and overbearing Scintillans in the planet's populace. Still, the Tau were repulsed and Nova Kadia liberated, but due to the extended conflicts ruining much crop-land and delaying grand-scale harvests for over two decades, the world was unable to meet its Tithes in the normal fashion, and instead its governor decided that the now battle-hardened people should instead volunteer extra numbers for the formation of Imperial Guard regiments.

 

Over fourteen Light Infantry regiments were raised from Nova over the course of the next six years, and though at first lightly equipped and often underestimated, the Nova Kadian troopers began proving their mettle in a variety of conflicts in and around the Spinward front of the Calixis sector. The most noteworthy of any of these battles was the 14th Nova Kadian light infantry, then simply called the Panthers, and their grueling war to liberate the Forge World of Stark Minoris from Ork invasion. Despite taking significant casualties, enough to reduce the regiment to only half of its original fighting strength over a ten-month-long conflict, the flexible and intuitive tactics the Nova Kadians had learned in their war against the Tau allowed them to eventually destroy the Ork forces before they could grow into a full-blown Waaagh! 

 

In a show of thanks for the 14th's efforts in rescuing their production facilities, the Adeptus Mechanicus Magi of Stark Minoris graciously struck a pact with their commanding officers, supplying them with Chimeras from their very own forges and the necessary contingent of Tech-priests and Enginseers care for the machine spirits of said vehicles. Elevated to the status of Mechanized Regiment, the 14th renamed themselves the Steel Panthers and have since gone on to many victories, combining their flexible fast-attack skills with the armored strength of a fully mechanized assault. Masters of blitzkrieg warfare, the 14th Steel Panthers are now often deployed to difficult battlezones, or warfronts where the offensive has stagnated, using the speed and maneuverability of their Chimeras to outflank, penetrate or simply run through enemy defenses.

 

Soldiers from this regiment tend to be brash, individualistic and self-reliant. They follow the orders of their own leaders with absolute respect and foster close ties with the Adeptus Mechanicus, but tend to distrust any other outside authority, remembering the long years of battling the Tau without any help from the rest of the Imperium. Troopers who have history in their homeworld's Nova Ranger corp are often assigned special gear and rare weaponry, such as Chamoleoline cloaks and modified lascarbines with auxilary grenade launchers.They also maintain an especially bitter dislike of Scintillan soldiers, particularly those from the 18th, whom they have often run into since the liberation of their homeworld and have never ceased to clash with them as a result of the callous actions taken there by the high-born regiment. 

 

Regiment Strength:

6,500 infantry and non-commissioned officers, (1,500 troopers circulating reserve status due to Chimera numbers)

91 Command Officers, (65 Lieutenants, 16 Captains, 8 Majors, 1 Lieutenant-Colonel, 1 Colonel.)

18 Commissariat Personnel (3 Commissars, 3 Junior Commissars, 12 Storm-Troopers).

1900 Vehicle crew members

790 Adeptus Mechanicus Personnel, (1 Magos Logis, 1 Magos Technicus, 60 Tech-Priests, 150 Enginseers, 178 Adepts, 400 Servitors)

 

Regiment Armory:

500 Chimera Armoured Personnel Carriers

35 Hellhound Flame Tanks

30 Devil Dog Anti-armour Tanks

5 Bane-Wolf Chem Tanks.

17 Salamander Command Vehicles.

12 Atlas Recovery Tanks

20 Sentinel Scout Walkers

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Rouge Trader Vessel "Wage of Sin" Armsmen for a campaign im going to be running.

 

Home World - Imperial World     1/12

Commanding Officer - Sanguine     3/12

Regiment Type - Grenadiers     7/12

     With the removal of the auxilary grenade launchers, and the addition of void-sealed to the armor.

     krack grenade replaced with smoke grenade

     2 grenade launchers/squad repalced with 2 lascutters/squad

Training Doctrines - Close Quarters Battle and Hardened Fighters     14/12

Drawbacks - Scarred by Loss     10/12

Favored Special Weapon: Combat Shotgun

Favored Heavy Weapon: Naval Shotcannon

 

Standard Issue Gear

Best Craftmanship Void-Sealed Light Carapace     10/34

Lascarbine to Combat Shotgun     20/34

extended magazines     23/34

Bayonete (the mono-knife from close quarters battle with the melee attachment upgrade)     26/34

Respirator     34/34

 

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The people of this system are board-line heretics and belligerent Heretecks, we should destroy them now before they turn on us…but ****…do they have some fine guns.


-Ensign Goto of the Silently Enduing, pre-execution.


 


Let them go, we'll let the Mohave sort them out.


-Commander Ulysses of the Vegas 31st to the fleeing Cadian 713th Infantry


 


New Vegas 31st North Continental Rangers “The N.C.R”


Homeworld: Frontier World


Commanding Officer: Phlegmatic


Regiment Type: Grenadiers


Doctrines: Vanguard, Sharpshooter


Favored Basic Weapon:  Type 103 S.R.


Favored Heavy Weapon: M43-X A.M.R


Drawback: Doomed, The Few


Total Point Cost: 6


 


Characteristic Modifiers: +6 to Ballistic Skill, +3 Toughness.


Aptitude: Ballistic Skill


Skills: All frontier world characters start with Awareness, Common Lore (Imperial Guard), Common Lore (War), Linguistics (Low Gothic), Navigate (Surface), Survival and Tech-Use


Talents: Deadeye Shot, Bombardier


Wild Wastelanders: The men and women of New Vegas tend to travel alone or in small groups throughout their home planet, more-so than many other Frontier worlds, across its vast wastelands and abandoned ruins of that dot the land. This dangerous lifestyle  demands a greater variety of skill in order to survive and to make it back home, and even still some do not return. Select two skills from the following list, these skills become trained: Acrobatics, Athletics, Common Lore (Tech), Dodge, Logic, Medicae, Security, Stealth, Trade (Armourer).


 


Distrustful of Authority: Though they are valued for their ability to act independently, frontier worlders can also be difficult to control thanks to this tendency. This can be particularly problematic for newly raised regiments placed under the command of officers from outside, or for regiments merged with others after suffering losses. However, with time and patience, this friction can be overcome by outsiders who prove that they can stand on their own and contribute to the regiment. 


 


Frontier world characters tend to distrust outsiders, especially those handing out orders. They suffer a –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority (such as new Commissars, officers from other regiments. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the frontier world characters are dealing with individuals who have earned their trust.


 


Independent Thinking: The people of Bethesda Region have long been away from the Imperium of Man but unlike many such isolated reaches of space they have not lost their technological grasp. While the worship of the Emperor was able to survive the millennium the acceptance of the Omnissiah and the teachings of the Adeptus Mechanicus did not. Without the presence of the Tech-Priests of Mars the people had begun to innovate and create new inventions with the tools they had, a rather grave ‘sin’ by the theology of the Mechanicus. In addition to this sin the people of the Bethesda Region have no tolerance of the political soldiers of the Commissariat and their often ham-fisted way of dealing with people, an issue that has lead to a staggering mortality rate of commissars. Characters from the Bethesda Region have the Enemy (Adeptus Mechanicus) (-60) talent and the Enemy (Commissariat) (-60) talent.


 


Dead Soldiers Walking: Members of this regiment cannot Burn Fate Points to survive fatal injuries (see Burning Fate on page 33 of the only War Core Rulebook). In addition, members of the regiment suffer a –10 penalty on Logistics Tests, and whenever the Squad rolls on Table 6–5: Random Issue Gear (see page 167 of the only War Core Rulebook), they apply a –20 penalty to the roll. The Game Master should also take this Regimental Drawback into account when designing missions, and he should plan the number of Complications that spring up during the execution of the mission accordingly.


 


Limited Numbers: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support. 


 


Ranger’s Augments: Characters of the New Vegas 31st Rangers have both Synthmuscle and Boneaugment (a Toughness based Synthmuscle) at character creation, granting them Unnatural Strength (1) and Unnatural Toughness (1) These can never be upgraded to Best Quality. In addition if the guardsman possess a Toughness of at least 30 they gain Subskin Armour, this only applies at Character Creation (if the Player Character eventually gains 30 Toughness they must still make a proper Logistic check to acquire it).


 


Starting Wounds: Frontier world characters generate their starting Wounds normally.


 


Equipment: 1 Bozar (Main Weapon) with four clips per Player Character, 4 frag grenade per Player Character, 1 Auxiliary Grenade Launcher per Player Character, 1 suit of light carapace armour per Player Character, 1 deadspace earpiece per Player Character, 1 Photo-Visor per Player Character, 1 Medi-kit per Player Character, 1 data-slate per Player Character, 1 9-70 entrenching tool per Player Character, 1 field suture, 2 grenade launchers per Squad,1 lascutter per Squad, 1 siege auspex per Squad, and a single Chimera armoured transport per Squad armed with a turret-mounted autocannon, a hull-mounted heavy flamer, and a pintle-mounted heavy stubber, as well as a dozer blade and camouflage netting.


 


 


[Creator Note: 


Wild Wastelanders replaces Life on the Verge and Independent Operations.


Independent Thinking is for the lulz.


Dead Soldier’s Walking is the Primary Drawback


Limited Numbers is the Secondary Drawback.


Ranger’s Augments is from purchasing Synthmuscle (15) and a Toughness equivalent (15)


+Subskin (20) option in Ranger’s Augments is from the both Equipment Points and trading combi-tool.


Medi-kits comes from the remaining (5) points after the above modification.


Bozar is for trading out the Combat Shotgun


The 2-4 grenades are trading the Krak Grenade (15) for 3 cheaper Frag Grenades (5ptsx3=15)


Trade out 6 Demolition Charges (Scarce) per Squad for Photo-Visor (Scarce) per Player Character.


?I‘m going to guess that the anointed toolkit is at least Average and trade out for field sutures?]


======


 


The following special guns are commonly found in the hands of the 31st Rangers.


 



Weapon

Type

Range

RoF

Dam

Pen

Clip

Rld

Special

Weight

Availability

M43-X A.M.R

Heavy

450m

S/-/-

3d10+8I

6

20

2 Full

Accurate, Ogryn-Proof, Reliable

45kg

Very Rare

Type 103 S.R.

Basic

300m

S/-/-

1d10+4I

3

20

Full

Accurate, Crippling (4), Reliable

10.5kg

Scarce

Bozar

Basic

150m

S/3/10

1d10+3I

0

30

Half

Accurate, Proven (3)

9.5kg

Average



 


M43-X A.M.R. (Anti-Material Rifle)


All right jar heads listen up! This here is the M43-X Anti-material rifle, it chambers a 20x102 armour-piercing round at a ranges exceeding fourteen-hundred feet EASY! It weighs almost a hundred pounds and will break your back if aint manly enough to carry it, and your noodle-armed companion too if he tries! The biggest draw to this weapon is not its overwhelming firepower (which is great) nor its penetrating power (which will chew through any armour that ‘you‘ will be wearing) buts its extreme range and ungodly precision. Come the end of the day this gun has been specked-out to MAXIMIZE your long range capabilities, with this gun you will be able to hit targets almost at the ranges of tank cannons!


 


But I’m sure some of you are saying: “But Sarge, that weapon cant take a scope”. Well thanks for pointing that out NUMB NUTS! You see the guys and gals from this planet are so manly they think the reliance on scopes is for weak pansies hiding in METAL BAWKSES, and truth be told I cant count the number of times a sniper has come up to me bellyaching about having a broken scope!  So if you see one of these monsters remember that the person holding it is likely capable of headshoting you from a mile away! 


 


So remember when your facing down a Carnifex at fourteen-hundred yards, and you need to drop that bastard before he tears your ass to pieces, ACCEPT NO SUBSTITUTES!”


[Robert “Sarge” Lee explaining the M43-X A.M.R. to the Cadian 501st]


 


Originally a standard issue M34 pattern Autocannon that was once the most common heavy weapon fielded in New Vegas, no one is quite sure when the practice was started of using it as a long range precision weapon began, but most believe the modification came about out of a desire for a more power rifle to use against Deathclaws. After an effective set of modifications were found to fit the criteria of the Ranger-Elite they began modifying guns on the field until this became so common that the Gun Runners hired these gunsmiths and began making these adjustments to the guns standard pattern. These potent heavy duty sniper rifles are now far more common sight than old cannons they were modeled from.


 


A M43-X Anti-Material Rifle is a weapon of superior accuracy when a character takes an Aim Action he receives an additional +2 bonus on a Half Action or +4 bonus for a Full Action, and in addition when Aiming it deals an additional +2 Damage. This weapon may not normally be further customized, although generous GM’s ‘may’ allow one more modification to made (likely Customized Grip or Home Materials).


 


Base Weapon: Autocannon


Ranged Weapon Pattern Positive: High Impact, Lightweight Materials, Incredibly Lethal


Ranged Weapon Pattern Negative: Erratic, Rare Model


Permanent Modifications: Extended Barrel, Manual Operations, Modified Stock, Reduced Weight.


 


------


 


Type 103 Sniper Rifle “The Mauler”


HEY NEEDLE NOGGIN` PAY ATTENTION! This here is one Rangers answers to people not manly enough to carry the M43-X, the Type 103 Sniper Rifle, also called ‘The Mauler’. Why Mauler? Because this type of sniper rifles is ab-so-lutely vicious! I don’t exactly know how this gun does it, because the Cog-Boys hate the Gun Runners guts and I don’t fancy being turned into a FLYING CUP HOLDER!


 


… But, what I can tell you is that this gun turns standard rifle rounds into serrated flying drills, and yes you heard right: FLYING. SERRATED. DRILLS!


 


One hit from one of these and your enemy is going to go down screaming. Standard practice for the Rangers is to shoot the legs out from underneath the enemy, which with this gun is a particularly nasty way of stopping a charge, and for additional effectiveness they tend to go out of their way to acquire Man-Stopper rounds just in case you thought your armour would protect you! It should go without saying that headshots with this gun do NOT look pretty; I’d much rather take a hit from a lascannon than survive a shot of one these (the lose of my good looks would be DEVASTATING to women of the universe).


 


One more thing! DO NOT POINT THIS GUN AT FRIENDLIES! If your C.O. or the man with the fancy hat don’t kill you, the medics sure as hell will! Remember. NOT. A. TOY!”


[Robert (Sarge) Lee explaining the Type 103 S.R. to the Chem Dogs 17th Infantry]


 


The Type 103 S.R. is one of the more bizarre weapons found in the Bethesda Region, and its internal working are a bit of a mystery outside of the Gun Runners and particularly savvy infantrymen. The bullets fired by this weapon have been said to have more in common with drill bits than rifle rounds, as the injuries they inflict are often horrific to look upon. Regardless of its inner workings this weapon is very popular with the various Ranger regiments for its ability to slow enemies down and provide an additional detriment against charges.


 


A Type 103 S.R. is a weapon of superior accuracy when a character takes an Aim Action he receives an additional +2 bonus on a Half Action or +4 bonus for a Full Action.


 


Base Weapon: Sniper Rifle


Ranged Weapon Pattern Positive: Crippling Munitions x3


Ranged Weapon Pattern Negative: Bulky, Rare Model


Permanent Modifications: Extended Barrel,  Modified Stock, Reduced Weight.


-----


 


Bozar


Gather round folks let me introduce you to my FAVORITE from the Bethesda Region, the Bozar! What does Bozar mean? Hells if I know. But what I do know is that this gun is absolutely beautiful!


 


If there is a gun that can surpass the lasgun the Bozar would be it, the gun is both potent and versatile. You need short controlled bursts, you have short controlled bursts!  You need to put a ton of lead downwind, you’ve got impressive full-auto capabilities! Hell! You can pull double-duty with this gun and help out your sniper pals without being a nuisance. I wouldn’t be surprised if this gun could sing or dance even.


 


Just about everybody from Bethesda Region uses gun, and I mean EVERYONE, and they love adding extra toys for additional versatility. The Rangers and heavy infantry use under-slung grenade launchers for anything too tough to kill with bullets. The Tunnel Snakes tend to use under-slung shotguns and flamethrowers for their close-quarters underground adventures!  While the paratrooper Enclave use  grappling-hook shots to get just anywhere you would normally not be able to go.


 


The best bit about this gun is that the Cog-boys have decided to NOT consider it a tech-heresy! Meaning that production of these guns may be found in other regions of space soon enough, competing with the lasgun for top Dog of War!”


[Robert (Sarge) Lee explaining the Bozar to “A Regiment Near You”]


 


 


One of the most common weapons in the Bethesda Region the Bozar is the standard infantryman’s weapon on every world in the system. Capable in virtually all types of combat scenarios it has proven time and again to far more reliable than the lasguns presented by the Administratum.


 


A Bozar is a weapon of superior accuracy when a character takes an Aim Action he receives an additional +2 bonus on a Half Action or +4 bonus for a Full Action.


 


 


Base Weapon: Autogun


Ranged Weapon Pattern Positive: Incredibly Lethal, Venable Design x2


Ranged Weapon Pattern Negative: Rare Model, Bulky


Permanent Modifications: Extended Barrel, Modified Stock, Quick Release


=====


 


Special Rules and Regiment Composition


 


The various Rangers regiments of the Bethesda Region do not have the normal composition of other regiment common through out  the Imperium and the following changes are applied to how they are managed.


 


PERCENTAGE PER SPECIALTIES


The following lists the average percentages of the various Specialties that make up a Ranger regiments found in and around New Vegas.


 


Storm Trooper 60%


Weapon Specialist 15%


Heavy Gunner 15%


Sergeant 5%


Medics 3%


Operator 1%


Other 1%*


*Most of this percentage are ‘outsider’ elements such as Commissars and Tech-Priests though both tend to have short life expectancy.


 


RESTRICTED SPECIALTIES


The following Specialties are not available for Ranger regiments except in the cases of Mixed Regiments, or systematic placement, following each is a short explanation why.


 


*Commissars: The often pointless killing done by them and their standing as political soldiers is held as unacceptable by the vast majorities of the Bethesda Region. Often shot and killed in broad daylight without retribution (baring only reasonable circumstances).


 


*Sanctioned Psykers: Strange as it seems the region is somewhat a psychic null-point (a matter of great interests to several Inquisitors in particular) none have been born with psychic potential in almost 10,000 years.


 


*Ratlings: Simply not present in the region.


 


*Ogryns: Simply not present in the region.


 


*Ministorum Priests: Priests in region tend to be of the ‘stay at home’ variety and not the highly martial variants more commonly found in the Imperial Guard.


 


*Tech-Priest Enginseer: Violently oppose the more freethinking (technologically speaking) populace in particular the Gun Runners that provide majority of the weapons for the region…and who are not afraid to retaliate for violence against them by blasting the Mechanicus’ flagship out of orbit with an massive Archeotech rail cannon.


 


SPECIALIZATION CHANGES


The following are changes in the core Specialization classes mostly due to new material making them mechanically weaker than they should be.


 


 


Storm Troopers


Storm Troopers of the Bethesda Region have the following change to their Specialization.


 


Equipment: Best-Craftsmanship Storm Trooper Armour, Best-Craftsmanship Survival Suit, Best-Craftsmanship Gas-Mask, and Either a Good-Craftsmanship Hot-shot lasgun with Power Pack OR a Good-Craftsmanship Bozar with Extended Clip and Silencer with any combination of 10 clips of Man-Stopper or Tracer Rounds.


 

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Having just been watching Sharpe, I'm trying to figure out how one would make the 95th Rifles as a regiment. It's quite difficult, I think, as there's a number of ways that would work.

Frontier World or Feudal World

Choleric or Maverick Commanding Officer (Sharpe is both)

Light Infantry or Guerrilla Regiment

Sharpshooters Doctrine definitely, but Survivalists and Scavangers would go with that too (I'm leaning towards Survivalists (Temperate))

To pay for the extra stuff, we might have to take The Few drawback, which would fit the small numbers that make up the 95th Rifles.

 

As for gear, they'd have Favoured Weapons of Long-Las and… well, I'm not sure what Heavy Weapon they'd have. They'd also upgrade their carbines to full lasguns, or pay 10 points to have a Long-Las each as standard gear. I think the rest of their stuf would be extra rations, etc, for their long treks behind enemy lines.

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HappyDaze said:

Temperate isn't really a terrain type, its a climate. I know I wouldn't allow it for Survivalists, but to each their own.

I know, but I couldn't think of a terrain type that accurately portrayed the rocky plains that Sharpe and his Rifles fight on in Spain.

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MILLANDSON said:

HappyDaze said:

Temperate isn't really a terrain type, its a climate. I know I wouldn't allow it for Survivalists, but to each their own.

I know, but I couldn't think of a terrain type that accurately portrayed the rocky plains that Sharpe and his Rifles fight on in Spain.

Then I'd suggest skipping Survivalists. Go with Well-Provisioned if you want more ammo, grenades, and rations.

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HappyDaze said:

MILLANDSON said:

HappyDaze said:

Temperate isn't really a terrain type, its a climate. I know I wouldn't allow it for Survivalists, but to each their own.

 

I know, but I couldn't think of a terrain type that accurately portrayed the rocky plains that Sharpe and his Rifles fight on in Spain.

Then I'd suggest skipping Survivalists. Go with Well-Provisioned if you want more ammo, grenades, and rations.

But they aren't well provisioned, or at least no better than any other part of the army in that setting. 

Scrubland would probably cover it - it's mostly uncultivated, and has very sparse vegetation.

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It's certainly not entirely accurate, but in many war games Spain is considered to be desert terrain.

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That's because there is a tremendous range of terrains that fall under the broad heading of 'desert' such that it's about as specific as saying highlands or wetlands.

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Since HOTE came out I have been toying with "Dragoon" regiments.  While they dont fight mounted like Rough Riders, theys till have the mounts so they are almost mechanized regiments.  Anyway here is my idea:

 

Homeworld: Imperial World

Commanding Officer: Phlegmatic

Regiment Type: Line Infantry

Training/Doctrines: Cavalry Mounts and Hardened Fighters

 

Additional Gear: Storm Trooper Carapace and a Laspistol sidearm

 

The mount is:

WS:40, BS:01, STR:50, TOUGH:40, AG:40, INT:10, PER:25, WP:20, FEL:10 WOUNDS:16

Skills: Athletics, Dodge

Tallants/Traits: Unnatural STR/TOUGH(2), Natural Armor (3), Bred for War, Quadraped, Crushing Blow, Hardy, Sprint

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Spazmunke said:

Since HOTE came out I have been toying with "Dragoon" regiments.  While they dont fight mounted like Rough Riders, theys till have the mounts so they are almost mechanized regiments.  Anyway here is my idea:

 

Homeworld: Imperial World

Commanding Officer: Phlegmatic

Regiment Type: Line Infantry

Training/Doctrines: Cavalry Mounts and Hardened Fighters

 

Additional Gear: Storm Trooper Carapace and a Laspistol sidearm

 

The mount is:

WS:40, BS:01, STR:50, TOUGH:40, AG:40, INT:10, PER:25, WP:20, FEL:10 WOUNDS:16

Skills: Athletics, Dodge

Tallants/Traits: Unnatural STR/TOUGH(2), Natural Armor (3), Bred for War, Quadraped, Crushing Blow, Hardy, Sprint

 

Looks pretty cool, I had played around with giving cavalry mounts to a drop regiment but might I suggest you swith from Line infantry to Grenadiers, just change the starting talent and skill to that of line infantry. with grenadiers you have access to more gear and specifically light carapace. For ten kit points you can upgrade that armor to best which will make it the same as stormtrooper carapace but at half the weight of light carapace. or simply five points for good quality and you have light carapace at 6 armor points. or a similar feat can be achieved with the close quarter doctrine but I think that would actually be more build point prohibitive.

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First Regiment my group is playing is the Ithilian Rangers 5th "Headhunters" a Guerilla Regiment specializing in seek and destroy tactics and assassinations. Ithilia's a Hive gone feral, with the populace just barely remembering their technology.

group is currently as such:

Sergeant- son of a prominent chieftan heading one of the clans that live in the Hive ruins, Our sergeant is not only our face, he's also the only member of the squad with the clout and rank to keep the rest of us from killing eachother

Heavy Gunner- ironically the sneakiest out of us, our heavy really hates the weapon specialist and constantly sets up "accidents" to befall him. however, given his poor luck, it generally doesn't work.

Medic (Yours truly)- a surly old guardsman who's survived long enough to watch three whole squads that he was assigned to die. on top of being  the medic, he's also the de facto close quarters specialist and a skilled interrogator

Weapons specialist- our sniper, the Weapons specialist is completely oblivious to the hatred our heavy has for him, instead focusing on the mission, and making sure everyone else does too.

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I would, but I dont agree with the other stuff that Grenadiers gives you.  FFG doesnt seem to understand that grenadiers are really just Heavy Infantry.

 

Also, I like the ST Carapace.  Most GMs would give you at least an integrated microbead in the helmet and possibly a photo-visor as well.

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Spazmunke said:

I would, but I dont agree with the other stuff that Grenadiers gives you.  FFG doesnt seem to understand that grenadiers are really just Heavy Infantry.

 

Also, I like the ST Carapace.  Most GMs would give you at least an integrated microbead in the helmet and possibly a photo-visor as well.

 

I get what you're saying, I think it's pretty damned silly myself but just replace the auxiliary grenade launcher with an equivalent scarcity rating and switch the two regular grenade launchers with two favored basic weapons or even a couple of melta lances since you're mounted.

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Magpie Stoner said:

Spazmunke said:

 

I would, but I dont agree with the other stuff that Grenadiers gives you.  FFG doesnt seem to understand that grenadiers are really just Heavy Infantry.

 

Also, I like the ST Carapace.  Most GMs would give you at least an integrated microbead in the helmet and possibly a photo-visor as well.

 

 

 

I get what you're saying, I think it's pretty damned silly myself but just replace the auxiliary grenade launcher with an equivalent scarcity rating and switch the two regular grenade launchers with two favored basic weapons or even a couple of melta lances since you're mounted.

Yeah, a Heavy Infantry that isn't tied to grenades, grenade launchers, and indirect fire would be pretty cool - especially if they had the option of taking Hot-Shot or Triplex Lasguns as their Main Weapon.

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All right, I think I've done enough praying to the machine spirit to get this !$(%ing forum to let me post this.  I've been fudging around with a regiment based loosely on XCOM, and I think I finally finallized what I wanted.

Endersburg

Background:  From for as long as their history keeps track, the world of Endersburg have been besieged by the vile whims and decadence of the Eldar race.  Indeed, when the Holy Emperor of Mankind first arrived with his great armies, he found a determined people ready to finally pay the pain they had been subjected to for so long back a thousand-fold on the vile Xeno race.  There are many a story on Endersburg of their brave soldiers fighting side-by-side with their brethren in the Imperial Army, using their knowledge gleaned from centuries of combating their hated foe in their unending crusade to rid the universe of this ancient race.  There are even grand tales of regiments fighting alongside Astartes Legions in their quest, although what Legions specifically have been lost to the annals of time.

Unfortunately, when the Horus Heresy riped the Imperium asunder, Endersburg found itself on the defencive once more, for the Eldar used this time of great strife to try to regain their grip on lost ground, including reestablishing their dark desires on the populace of the suddenly vulnerable world.  However, they would soon learn that the people of Endersburg are not so easily overcome.

Even as the majority of their soldiers rushed to the aid of Holy Terra, a few returned to their homeworld and raised a valiant defence against the Xeno threat.  Intergrating the technocracy earned and maintaned during the Great Crusades, Endersburg troops took part in a large cat-and-mouse game, reacting, counter-reacting, anticipating, and generally being a pain in the rear whenever the aliens decided to test the human defences.

Unfortunately, even when the Emperor defeated Horus, and the Imperial reinforcements were able to releave the beleagered defenders, Endersburg would find that, even in the centuries, the Eldar had marked them as a target, and the world has been fighting ever since.

However, cursed as it may be, the people of Endersburg are a resolute people, and have vowed to continue their crusade against the Xeno, hoping to one day ride the universe of the vile Dark Eldar.

A fortress world, Endersburg raises some of the finest alien hunters in the Imperium.  While they have adapted their techniques in fighting the many other enemies of mankind, any child born to the world of Endersburg will always have a deep seeded hatred for the vaguely huminoid Xeno race that has plagued them so.

Strategic: The Imperial Guard regiments raised by Endersburg are in the firm belief that strategically speaking, even if all you have is a hammer, it does not mean you have to fight brutishly.  Remaining completely static just leaves your opponent time to find holes in your defence, and charging in one large mob just makes you easy to predict and counter.  As such, Endersburg raises a great deal of mechinized and drop troop infantry, often times deploying them around Armoured Regiments during an assault, or reinforcing dug-in defences under attack.  Due to this constant shifting around, Endersburg troops are quite used to the idea of intergrating with regiments of other types during an operation, and it isn't unusual for them to be mix regiments when conditions warrent.

Unfortunately, since they, from birth, are always under the constant specter of being taken prisoner, tortured, then used in whatever vile whim their captor is wanting to take part in, Endersburgians have a very strict view of what they consider honorable behavier, and have a very low tolerance for decadence, even mild forms (and even forms that don't technically count).  This often puts them at odds with anyone of the "upper-crust" of the greater Imperial society, although Endersburg Guardsmen are professional enough to not let it effect their performance.  Even when dealing with the rest of the Imperium, an Endersburgian often times comes off as a little tightly wound, and are often the slowest to relax if given the opportunity.

Tactical: "Shoot first, shoot fast, shoot last." -Old Endersburg proverb

The Endersburg fighting style is very much a product of their having to fight a constantly shifting, elusive enemy.  Because the Dark Eldar will often fight with the least amount of clothing possible in order to maintain a graceful melee fighting style, Endersburg Guardsmen counter by focusing on marksmanship with high damage output weapons with little regard to armor piercing abilities.  Even though they take part in close-combat training as part of standard Guardsman protocol, many Endersburgians are used to the idea that there is often very little they can do if their opponent gets close, and fighting Eldar often leaves only one chance to avoid getting close at that.  Due to this, regiments from this world have gained a very well deserved reputation of being nearly unmatched triggermen, and it is rare to find a one among them who fall short in shooting competitions.

Technology:  If there is one area in which Endersburg can be said to be blessed, it is technology.  Due to their system neighboring the Forge World of Rasifix, and often in return for lending PDF support against the Dark Eldar menace, Endersburg is allowed many wonders of the Machine Spirit, as well as the training needed to maintain such gifts.  While Endersburg has long given their allegience to the Holy God Emperor, they do have a higher than average acceptance of the teaching of the Ommnisiah.  The Dark Eldar has not let this go unnoticed, however, and have often tried to attack this advantage, using their own vile Xenosorcery to corrupt the machine spirits directly.  However, due to this constant assault, many Endersburgians have actually become quite adept at such tactics as well, and a number of their regiments are called upon for their advanced Vox-warfare capabilities.

Weaponry: Another area that Endersburg is blessed, although for slightly different reasons, is the area of weaponry.  On the one hand, their previously established connections to Rasifix has allowed many Endersburg availibility to many rare devices, one of which being plasma weaponry.  However, it is these relations that allow Endersburg the ability to maintain the technology gained from another relation: the Adeptus Astartes.  Back when the Imperium was conquering the galaxy in the name of mankind, a number of Endersburgian soldiers fought alongside the Emperor's Finest, and in return gained availability to Bolter weaponry, which they then brought back to their homeworld.  This arsenal has been maintained and added to by the world of Rasifix, and a great deal of IG regiments from Endersburg are blessed by the Ministratum to use these mighty weapons in the ongoing wars against humanity's enemies.  Of course, not all of the Endersburg regiments are allowed such rare weapons.  The ones that don't often try to compensate by using overcharged G8 Lasguns and strategically deployed Hellguns, but these regiments are the minority.

Endersburg 235th Rangers

Background: The Endersburg 235th Rangers, "the Talon", is one of the more highly decorated, if young, Drop Troop regiments raised by the world of Endersburg.  Led by the rather twitchy but competant Colonel Albert Charlington, the Talon has taken part in a successful campaign against the Ork warlord Haffinmorin, as well as the cleansing of Hive World Denson against their long hated enemy the Dark Eldar.  Denson in particular was notable for the crazy running gun-battle that took place on the sprawling overlapping bridge roads connecting the spires of the world.  As the Densonian PDF fought desperately on the bridges, the Enderburgians took the fight directly to the enemy, deploying and re-deploying from their Valkyrie attack craft in hot persuit of targets.  Sometimes they would even jump from one bridge to another bridge below in the constant shuffle to mantain the strategic upper hand.  Now they are being called up to the Callaxis sector, their expertise needed against the rising Dark Eldar presence as the fight against the traitors grinds on.

Stats
Fortress World: 3 (Hatred: Dark Eldar)
Choleric: 2
Drop Troops: 3
Sharpshooters: 4
Electro-Vox Warfare: 4
The Few: -5
(11 total)

Equipment: Upgrade to Boltgun (Main Weapon) 20
Add Favorite Basic weapon to regiment (Storm Bolter): 10
Chrono: 2

Favorite Weapons: Storm Bolter (Basic), Plasgun (Basic), Missile Launcher (Heavy)

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Alpha complexian troubleshooters

 

Hive world  3pts

Guerillia regiment  4pts

Billious 2pts (paranoia)

Scavengers  3pts

Combat drugs  2pts (stimm)

Favoured foe  3pts ( forbidden lore: cults/ hatred: mutants)

Incompotent leadership  +5pts

 

Extra kit:

Laspistol +2 charge packs  5pts
dose of spook (rare)
15pts
haluciogen grenade (scarce)  
8pts
tranq  (abundant)  2pts

 

Armour:

Flak vest

Weapons:

Lascarbine (main weapon)*
knife **
Grenades:
2 blind
2 stun
2 frag

*  local variant :
Lightweight material (-10 single handed firing)
Piercing (felling)
Heating issues (overheats)
Erratic (unreliable)

 

** local variant:
Shearing (razor sharp +2 pen)
Poor grip (flies off in random direction)
Brittle (breaks easily in combat)

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I'm not sure what weapons the Freman would use as favoured weapons… perhaps Lascannon and melta-gun?

 

Black crusade, tome of excess has some sound based weapons. Maybe you can repurpose the stats for, fremen archeotech available to officers?

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I was wondering how to make a Guerilla Regiment which wold not be clone of Tanith Firs&Only (Scotirish freedom fighters in SPACE), so I took offhand name from the very first Gaunts Ghosts novels, and with vague vision of John Connors and Captain Powers postapocalyptic fight against the machnies I made this:

 

89th Afgali Ravagers

Origin: Post-cataclysmatic World (3pts)

Type: Guerilla Regiment (4pts)

Commanding Officer: Phlegmatic (1pt)

Doctrines: Anti-Aircraft, Anti-Armour (8pts)

Drawbacks: Poorly Provisioned (-4 pts)

Total points: 12

Robin Graves likes this

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